Gals Panic 3 (Japan)
Gals Panic 3 is a variant of the classic puzzle game "Qix" where the player works to uncover the highlighted area of the play space to reveal a girl. The player gets to select which girl to uncover before each stage. When a player reveals 80% of a girl the stage ends and the player is shown the entire background image. If the player reveals 100% of the silhouetted image, then he is shown a series of different photos of the current girl before continuing on to the next stage. Between stages there are mini-games where the player can win the chance to see an image of another girl.
Télécharger Gals Panic 3 (Japan)
Contents of the ROM :
Technical
CPU
- maincpu 68000 (@ 14 Mhz)
Chipset
- YMZ280B (@ 16 Mhz)
Display
- Orientation Tate
- Resolution 255 x 240
- Frequency 60 Hz
Controlers
- Number of players 2
- Number of buttons 1
- Kind of controler joy (8 ways)
Clones of Gals Panic 3 (Japan)
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Gals Panic 3 (Japan) and M.A.M.E.
0.144u1 [Corrado Tomaselli, Alberto Grego, The Dumping Union]
0.84 [David Haywood, Sebastien Volpe]
WIP:
- 0.146u5: Make GalsPanic3 driver independent from kaneko16_state and use their own instead, it's cleaner to not use it now everything is devices. Cleaning up some code in Gals Panic 3 [David Haywood].
- 0.146u3: Tafoid flagged Gals Panic 3 (Euro) and clone (Japan) as GAME_NO_COCKTAIL due to never having working flip screen.
- 0.144u2: Confirmed Gals Panic 3's clocks and xtals from original PCB measurements [Corrado Tomaselli]. Changed 68000 CPU1 clock speed to 14318181 Hz and YMZ280B sound to 16666500 Hz.
- 0.144u1: Corrado Tomaselli, Alberto Grego and The Dumping Union added Gals Panic 3 (Euro). Changed 'Gals Panic 3' to clone '(Japan)'. Renamed (galpani3) to (galpani3j).
- 6th June 2011: Guru - Some items arrived: Gals Panic 3 Korean 1995 Dong Wha. Thanks to gp-lee.
- 0.128u6: R. Belmont fixed Gals Panic 3, which displays 'Illegal Instruction' after ROM Check.
- 0.128u4: Kaneko changes [David Haywood, Andreas Naive]: Added Simulation of Toybox external data rom decryption. Updated suprnova rendering to allow 2 sprite chips. Started work on Gals Panic 3 - Game now playable. Changed gfx2 rom addresses to $e00000/1 and palettesize to 17155 colors.
- 15th November 2008: David Haywood - I've added the RLE decompression used for the backgrounds (used the same method as the suprova sprites). This means that backgrounds can now be seen. To finish the emulation I think I'm going to need reference videos / screenshots of the game. The priority mixing is non-obvious, and there are probably some blending effects as found on suprnova. To emulate these with any degree of confidence I need to know what my target is.
- 14th November 2008: David Haywood - I'm starting to understand the hardware of Gals Panic 3 now. The backgrounds are handled by 3 'blitter' chips which decompress RLE background data into bitmap layers. After hooking up the 'layer clear' feature, and blit status, as well as drawing one of the bitmaps (which is written to directly by the game to draw the lines) Gals Panic 3 at least gets in game, and is playable, albeit with some important elements missing. Obviously the next task is to fix my RLE decompression function, and understand the blit parameters properly.
- 12th November 2008: David Haywood - I've spent the last day looking at some Kaneko titles. I asked Andreas to take a look at the MCU data rom for several of the games, to see if it could help improve the protection simulation in Blood Warriors (by finding the tables we're using in the encrypted data rom, thus no longer requiring extra tables). He reported back to me with his findings, and it was good news. While this still isn't true emulation of the MCU it helps, as we know the tables in the MCU data rom are correct, while the ones figured out via trojans could potentially have had inaccuracies in them (they didn't... but). As a slightly surprising bonus all the 'Toybox' data roms apart from GTMR2 use the same main encryption, and same communication method. Bonk's Adventure is a bit odd (seems to use data not present in the MCU data rom) but was already figured out. The real bonus was that this exposes the data tables needed by Gals Panic 3, and Jackie Chan, both of which I've spent a little time looking at. Gals Panic 3 needs work on emulating the background hardware, I think it's some kind of blitter.
- 0.126u2: Fabio Priuli fixed crash at start.
- 0.89u5: Sebastien Volpe improved palette, inputs and (RLE) backgounds 'decoded' and hooked up sound in Gals Panic 3. Added YMZ280B (14318200 Hz) sound. Changed region cpu2 to user1 and visible area to 240x320. Added dipswitches 'Test Mode' and 'Flip Screen'.
- 0.86u4: Added 8-way Joystick with 4x buttons and 2x coin slots for 2x Players. Fixed input and Added 'Free Play' and 7x 'Unknown' dipswitches.
- 28th June 2004: Sebastien Volpe added sprite emulation to Gals Panic 3 so the RAM test can be seen now, but nothing else work yet due to missing MCU simulation.
- 0.84: Sebastien Volpe and David Haywood added Gals Panic 3 (Kaneko 1995).
- 27th June 2004: David Haywood sent in a very preliminary driver for Gals Panic 3 which just loads the ROMs and doesn't do much else.
Romset: 14976 kb / 12 files / 10.8 zip
0.84 [David Haywood, Sebastien Volpe]
WIP:
- 0.146u5: Make GalsPanic3 driver independent from kaneko16_state and use their own instead, it's cleaner to not use it now everything is devices. Cleaning up some code in Gals Panic 3 [David Haywood].
- 0.146u3: Tafoid flagged Gals Panic 3 (Euro) and clone (Japan) as GAME_NO_COCKTAIL due to never having working flip screen.
- 0.144u2: Confirmed Gals Panic 3's clocks and xtals from original PCB measurements [Corrado Tomaselli]. Changed 68000 CPU1 clock speed to 14318181 Hz and YMZ280B sound to 16666500 Hz.
- 0.144u1: Corrado Tomaselli, Alberto Grego and The Dumping Union added Gals Panic 3 (Euro). Changed 'Gals Panic 3' to clone '(Japan)'. Renamed (galpani3) to (galpani3j).
- 6th June 2011: Guru - Some items arrived: Gals Panic 3 Korean 1995 Dong Wha. Thanks to gp-lee.
- 0.128u6: R. Belmont fixed Gals Panic 3, which displays 'Illegal Instruction' after ROM Check.
- 0.128u4: Kaneko changes [David Haywood, Andreas Naive]: Added Simulation of Toybox external data rom decryption. Updated suprnova rendering to allow 2 sprite chips. Started work on Gals Panic 3 - Game now playable. Changed gfx2 rom addresses to $e00000/1 and palettesize to 17155 colors.
- 15th November 2008: David Haywood - I've added the RLE decompression used for the backgrounds (used the same method as the suprova sprites). This means that backgrounds can now be seen. To finish the emulation I think I'm going to need reference videos / screenshots of the game. The priority mixing is non-obvious, and there are probably some blending effects as found on suprnova. To emulate these with any degree of confidence I need to know what my target is.
- 14th November 2008: David Haywood - I'm starting to understand the hardware of Gals Panic 3 now. The backgrounds are handled by 3 'blitter' chips which decompress RLE background data into bitmap layers. After hooking up the 'layer clear' feature, and blit status, as well as drawing one of the bitmaps (which is written to directly by the game to draw the lines) Gals Panic 3 at least gets in game, and is playable, albeit with some important elements missing. Obviously the next task is to fix my RLE decompression function, and understand the blit parameters properly.
- 12th November 2008: David Haywood - I've spent the last day looking at some Kaneko titles. I asked Andreas to take a look at the MCU data rom for several of the games, to see if it could help improve the protection simulation in Blood Warriors (by finding the tables we're using in the encrypted data rom, thus no longer requiring extra tables). He reported back to me with his findings, and it was good news. While this still isn't true emulation of the MCU it helps, as we know the tables in the MCU data rom are correct, while the ones figured out via trojans could potentially have had inaccuracies in them (they didn't... but). As a slightly surprising bonus all the 'Toybox' data roms apart from GTMR2 use the same main encryption, and same communication method. Bonk's Adventure is a bit odd (seems to use data not present in the MCU data rom) but was already figured out. The real bonus was that this exposes the data tables needed by Gals Panic 3, and Jackie Chan, both of which I've spent a little time looking at. Gals Panic 3 needs work on emulating the background hardware, I think it's some kind of blitter.
- 0.126u2: Fabio Priuli fixed crash at start.
- 0.89u5: Sebastien Volpe improved palette, inputs and (RLE) backgounds 'decoded' and hooked up sound in Gals Panic 3. Added YMZ280B (14318200 Hz) sound. Changed region cpu2 to user1 and visible area to 240x320. Added dipswitches 'Test Mode' and 'Flip Screen'.
- 0.86u4: Added 8-way Joystick with 4x buttons and 2x coin slots for 2x Players. Fixed input and Added 'Free Play' and 7x 'Unknown' dipswitches.
- 28th June 2004: Sebastien Volpe added sprite emulation to Gals Panic 3 so the RAM test can be seen now, but nothing else work yet due to missing MCU simulation.
- 0.84: Sebastien Volpe and David Haywood added Gals Panic 3 (Kaneko 1995).
- 27th June 2004: David Haywood sent in a very preliminary driver for Gals Panic 3 which just loads the ROMs and doesn't do much else.
Romset: 14976 kb / 12 files / 10.8 zip